Well, the speed and shape of the movement is determined by the timeline… you can have it it ease/bounce/etc between lanes as fast/slow as you like
With regard to the animation, there are a bunch of ways to approach this… let’s assume you have a running character… it was me, I’d feed the sideways and forward velocity of your pawn into an animation blendspace, using this blendspace in your character’s animation BP (would need a bit of tweaking to get right).
- the timeline sets the speed of the transition
which drives… - the Blendspace which matches the speed of the transition to the speed
of the animation
which drives… - the Animation BP making the bones of your character move